Death
When a Hunter's HP reaches 0, they are Downed. They fall unconscious, cannot move, cannot act, and cannot take reactions. Being Downed is not the same as being dead, but it puts a Hunter at the mercy of the room.
Death Rolls
A Downed Hunter makes a death roll in two situations:
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At the end of each of their turns while they remain Downed
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Each time damage or a hostile effect hits them while they are Downed
A death roll is with no modifiers, edge, or setbacks. On an 11 or higher, the Hunter clings to life. On a 10 or lower, they gain a death mark. At three death marks, the Hunter dies. Death marks clear when the Hunter is stabilized or restored above 0 HP.
Roll with no additions
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11 or Higher: You hold on.
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10 or Lower: You gain 1 death mark.
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3 Death Marks: Death claims your Hunter.
Stabilization
A creature adjacent to a Downed Hunter can use an action to attempt stabilization. This requires medical tools, an appropriate ability, a healing item, or a desperate Intellect check with a difficulty threshold of 15. A successful stabilization clears the Hunter's death marks and restores them to 1 HP. A failed attempt does not add a death mark, but it costs precious time.
A Downed Hunter who receives healing immediately clears their death marks and returns to consciousness with the HP restored by that healing.
Lethal Damage
There are times when death is swift and certain. If a Hunter takes damage equal to or greater than their maximum HP from a single source after reductions, they die instantly. No roll or stabilization attempt can prevent this unless an ability, artifact, or explicit story rule says otherwise.
The Final Stand
Even death offers a flicker of agency. When your Hunter dies, they are granted a Final Roll. This is a single roll, using an appropriate attribute and a difficulty target set by the Overseer. With a success, you momentarily regain consciousness and gain one action. You might unleash one final ability, deliver a final blow, destroy a clue before the Horror can claim it, or pass something vital to another Hunter.
Before asking for the Final Roll, the Overseer should set the limitations of the final stand with the player. These bounds are drawn from the narrative and the context of the scene, not from a wish list. A Hunter pinned beneath rubble or bound to an altar will not magically slip free and sprint away on their action, and an unconscious Hunter may stir for a moment or push through their wounds only if it makes narrative sense. The Overseer establishes what is and is not possible before the player commits to anything, so the final stand feels earned rather than arbitrary.
Overseer: "David, the Horror slashes at you with its spectral blade, dealing 10 damage."
David: "That's all my HP. I'm Downed."
Overseer: "And the Horror isn't finished. It attacks again while you're down, so make a death roll."
David: rolls dice "An 8. That's one death mark."
Amy: "I'm getting to him. John, keep that thing off me."
John: "Amy, I was born to make bad decisions in a hurry. I got this."
Overseer: "Amy reaches David and uses her action to stabilize him. Give me an Intellect check."
Amy: rolls dice "Sixteen."
Overseer: "A minor miracle. You stop the bleeding and force him back to consciousness with 1 HP. David, your death mark clears, but you wake up tasting copper and hearing the thing turn around."